Social Technomancy for Starfinder

While the technomancer spells presented in the Starfinder Core Rulebook focus on mixing magic and specific, physical applications of technology, as residents of the modern world we know that technology is much more than a set of devices. Social technologies exist, from things like first aid techniques to social media to advances in the social sciences and philosophies, as well as data organization and storage techniques, metadata analysis, and so on. Surely in a galaxy that has spellcasters blending arcana with other fields of study, technomancy would leak into every aspect of advanced knowledge.

So, here are some technomancy spells that investigate other paces magic and advanced techniques might overlap. It also introduces some new focus rules—elements that are useful to casting a spell, but not mandatory.

Cram (T2)
School transmutation
Casting Time 1 standard action
Range touch
Target one creature
Duration 1 minute/level (see text)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

With this spell, the caster can take the knowledge from any text-based, audio, or video source and implant it into the mind of the target creature. This grants the subject a number of bonus ranks in one skill of the caster’s choice to bring the target’s total ranks (their own ranks + bonus ranks) equal to half the caster’s level (for Int-, Wis-, or Cha-based skills) or 1/4 the caster level (for Str-, Dex-, or Con-based skills). A caster that has access to an infosphere can generally use this to grant ranks in any skill, or a computer can have sufficiently complete versions of the relevant information downloaded into it for the same cost and effort as adding a secure data module.

Focus: If the target has a source of information on the granted skill on their person (such as a book or a datapad with the information downloaded into it) the spell’s duration increases to 10 minutes/caster level.

Fashion Plate (T1)
School transmutation
Casting Time 1 standard action
Range touch
Target one set of clothing
Duration 1hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell transforms the appearance of one set of clothes. The clothes may be transformed into a specific set of normal clothing, or they may be turned into clothes appropriate for a particular group of people. For example, a mage could change his ragged jeans and leather jacket into a business power suit, or skateboarding street gear, or a karate gi. This has no impact on any game mechanical bonuses the clothing offers—a cold weather suit works just as well when it appears to be swimming trunks. This spell ends if the clothing is taken off.

Focus: If the caster has access to fashion information about a specific group (normally available automatically with access to a related infosphere, or compiled with a DC 15 Culture check), this spell can make clothing appear to be perfect for interacting with a specific group or segment of society (such as a specific gang, or a specific social class in a specific city). When wearing clothing perfectly matched for such a group, the clothes grant a +3 circumstance bonus to all Charisma checks and Charisma-based skill checks made with that group. One set of clothing can only be perfect for one group at a time.

Instant Therapy (M2, T2)
School enchantment (language-dependent)
Casting Time 1 minute (see text)
Range close (25 ft. +5 ft/2 levels)
Target one creature
Duration Instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell removes the confusion condition from the target. It also acts as dispel magic and remove affliction against all fear and mind-affecting effects on the target and moves the target one step closer to healthy on the mental disease track.

Once a creature has been the target of this spell, it can’t be targeted again until it has undergone a 4-hour traditional therapy session.

Focus: If you have a mental health file for the subject, the casting time for this spell becomes 1 standard action. A target can give you a file they have access to, or one can generally be compiled over 24 hours with a recall knowledge Culture check or liberated from modestly-secured infosphere sources with a Computers check (both DC 15 + 1-1/2 target’s level).

Rap Sheet (T0)
School divination
Casting Time 1 minute
Range close (25 ft. +5 ft/2 levels)
Target one creature
Duration Instantaneous
Saving Throw Will negates; Spell Resistance yes

This spell gives the caster knowledge of one target’s legal record. This acts as a Culture check to gain information about the target as if the caster has ranks in Culture equal to her caster level and has access to a relevant database, but only covers information such as arrests, torts, convictions, adoptions, marriages, divorces, and bankruptcy. Only legal records are revealed, and only for the identity of the target as understood by the caster—disguises are not automatically penetrated and actual guilt or innocence is not revealed.

Speaking of Social Magic!

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About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on March 22, 2018, in Game Design, Starfinder Development and tagged , , . Bookmark the permalink. Leave a comment.

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